Melee carry team fighting items
#Which are good, which are bad, and why?
(Melee only) Phase Blade 30% attack speed 30% crit chance
Unique Active: your next auto attack creates a small zone around the target (300 unit radius) for 6 seconds. While you are within the zone, any allied damage dealt to the target shields you for an amount equal to the damage dealt (your own damage doesn't count). 50 second cooldown.
Comments: Good defensive item for team fighting. Gives your allies a way to protect you from divers and tanks.
(Melee only) Salamander 20% crit chance 50 attack damage
Unique Passive: your critical strikes release a slow moving fireball along a path behind your target. Fireballs reach the end of their 1000 range after 4 seconds and deal 50% AD damage to the first target they hit. Fireballs can critically strike but cannot hit the original target.
Comments: Good passive item for team fighting. Gives you some zoning potential against the enemy backline without having to be all-in.
(Melee only) Flash Fang 60 attack damage 30% attack speed
Unique Active: deploy a ward with 4 health that lasts 8 seconds, reactivating at any time while the ward is alive will teleport your champion back to the ward. 40 second cooldown.
Comments: Good aggressive item for team fighting. Gives your allies a beacon to protect that allows you to dive an important target and get out safely.